mesh_fix.fbx (1.2 MB)
i attached the fixed mesh
mesh_fix.fbx (1.2 MB)
i attached the fixed mesh
For the best baking results, always make sure your mesh is properly prepared:
Validate UVs before baking
Use Mesh UVs for a clean 0–1 result
Apply transforms before baking
Regenerate Normals and Tangents (very important)
Keep object scaling at 1.0
Follow the YouTube channel — a new tutorial series for this plugin is coming soon!
Also, be sure to check out the uploaded video about the Material Baker. We’re trying to cover all the common issues users may encounter during the baking process.
We’re always happy to see your comments, feedback, and suggestions. Thanks for your support!
The SPA Material Baker V2 Hotfix has been submitted!
The update should be available within the next 2 days.
Thanks again to everyone who reported issues and shared feedback — it really helps us improve the plugin.
The Auto Material created by the Baker includes the displacement feature by default.(check master material created by the Baker)
And if you don’t need any displacement disable the nanite in you mesh.
If you want to create only the selected passes and assign them to the material, enable the “Rebuild Master” option. This will generate a clean master material containing only the selected passes.
Please check this issue again and report back here.
That fixed it ![]()
Thanks for the support, I’m exporting assets to Godot and am not very familiar with the UE workflow.
(post deleted by author)
Glad to hear that fixed it! ![]()
And no worries — Unreal’s material and baking workflow can be a bit confusing at first, especially when exporting assets to other engines like Godot.
Feel free to report any issues or ask questions anytime. Your feedback really helps improve the plugin and tutorials.
And if you’re enjoying the plugin, a rating on the Fab store would really help support the project. Thanks again!
Hi, I need more help.
Every object in this scene has multiple materials on it.
For each object, I want to combine all the materials on it into one set of textures, one set of textures per object.
For example:
Object 1 has 3 mats
Object 2 has 4 mats
Object 3 has 5 mats
I want to bake Object 1 so that all 3 of its materials combine to become PBR material 1.
I want to bake Object 2 so that all 4 of its materials combine to become PBR material 2.
I want to bake Object 3 so that all 5 of its materials combine to become PBR material 3.
Then I want the plugin to recreate a new material using the PBR maps and assign them to the models.
Right now, the plugin only bakes the first material of each object into a PBR texture.
Here is my set up. I’ve hovered over the first material assigned to the shipping crate after baking. Only that material is the baked one. The other two materials are still the original Unreal materials. I cannot find the baked versions of the other 2 materials, so it looks like they didn’t bake at all.
hey..
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the batch baking just for one material index,if you want to bake all material index you should use the single object selected with enable the Bake All Index option.
Multiple Objects with multiple materials and combine Materials not Supported in this version.
perhaps will be support in the next version.
I see, thank you!